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Old How 2: Crane In CFO

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Old 06-16-2008, 06:53 PM
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How 2: Crane In CFO

HOW 2 :- CRANE IN CFO


Before We Start:

If you don’t know already, DON’T go listening to the monkey’s advice at beginning of CFO.

Fig1. 'Don't We Wish'

Although what she says is correct for knocking a safe of his head, the CFO never starts with a SAFE ON HIS HEAD. This will happen much later, or if someone throws a late safe in earlier stuns.

As picture below shows it is easy to tell the difference.

Fig1a. No Safe ------ Safe (Helmet)

Also if you are totally new to this battle I would recommend checking out The Complete Guide To CFO Battle, this outlines exactly what to expect and gives extra basic techniques and things to avoid.

Basic Techniques:

The easiest technique for craning is to move the crane mainly when the magnet is furthest back ‘Resting Position’ to minimise unwanted swing.

Fig2. The 'Resting Position'

Once you’ve jumped on a crane, you push the down-arrow and move crane to centre (in line with the line on ceiling that goes to centre of CFO, 'The Swing Line'

Fig3. 'The Swing Line'

Then once goons are stomped (usually near door if you have good stompers in there), turn crane until you are in line with a goon, swing out, pick up, swing back in, as you swing back in, turn crane to centre position ‘The Swing Line’ (in most cases if you pick up goon right outside of undercarriage, the magnet should be still once you are back on 'The Swing Line', if you had to turn out further, just hold back until crane is more or less still.

Once still and in line, swing forwards and release goon earlier rather than later, that way if he crouches from a hit elsewhere it is less likely to go over his head (best timing is just after goon is passing top of undercarriage section, the circular gear/cog bit his body is attached to <see Fig4>, then swing right back before turning for another goon.

Fig4. Release Point & Susequent Hit

By following this you should minimise extra swing, once you get technique right you can do this quite fast and you'll learn that you can minimise turn and swing and still get your goon target (all this helps to speed things up).

I suggest avoiding to try and get swing at CFO in early (mid turn) even if CFO is targeting you, best to jump off early, unless you think someone else will get goon hit in time, which will divert CFO's attention.

Note To Stompers :- Most good stompers know this already. Watch the craners while you are stomping, if one is getting targeted while they are lining up goon shot, run into to CFO, this will cost you -1 laff in health, but also will divert CFO's attention away from craner allowing them to get their hit in, just remember to move away to avoid the swipe -5 hit.

The Stun:

Fig5. Picture of Stunned CFO

During the stun periods, the Rule of Thumb that I have found is :-

First Stun Period :- 2 safe hits is easily done (however if you spend time lining up safes, one is best target, especially at first)
Second Stun Period :- 2 safe hits is possible, if you have safes ready and next to you, best to stick to one (all this depends on how may hits were in first stun)

After this best to stick to 1 safe hit only, once CFO is red even one hit will be difficult, only attempt this if you have safe ready to go, no adjustments needed.

If you don't have safes to hand, best strategy is to pick up a disabled goon and wait till end of stun period and hit again, if someone is doing this, then you could either pickup another goon, or pick up safe and move it to good position, as if someone hits with good size goon a stun may start again straight away.

Positioning :- Some people put safe in front of them on 'The Swing Line' <See Fig6>, but I have found this inconvenient, I put my safes left and right of crane position at the back <See Fig7>, as with this I can pick up safe while in the ‘Resting Position’(ready to swing forwards at CFO), this means I can usually get two hits in one stun in earlier stun sections, with safe in front of you, you will usually have to swing back first for full swing, all this takes extra time.

Fig6. Safe in Front Postion..........................................F ig7. Safe(s) at Side(s)

I would say for beginners, to put 1 safe beside you, on opposite side to where opening carriage is, this is best as you are less likely to pick up safe when swinging out for goon (if you do pick up safe on any swing, just swing back with down-arrow, and drop back down beside you, don't panic and add unwanted turn movements).

Sometimes you don't have time for finesse in safe throwing, but for highest hits and the perfect 50 stun, your safe needs to be in line with CFO (side by side), the release point is about same as suggested above for goon hits(the bottom of safe passing bottom of actual CFO, above undercarriage), by releasing the safe earlier and not to high, the safe also tends to fall back down on your side and can be easily picked up for second swing (once skilled), or just to be brought back ready for next stun section.

Fig8. The Perfect Stun Shot

However due to fact releasing too early can sometimes give a small hit less then -20, instead of a good hit of 40-50, some people prefer a high hit on CFO which flies off over to other side, this tends to get a more consistent 30-40 hit.

The Safe Knock-Off

At some point during the crane round a safe will drop on the CFO’s head, this usually happens later when no one hits him with a goon in time, also the CFO can grab safe if a late safe comes in after stun period is finished. This will need to come off before you can continue hitting the CFO. ‘The Safe Becomes His Helmet’

To remove a safe from CFO's head, the release point is earlier rather than later, most try to release safe when it's next to the safe on his head (side by side), this is wrong. The idea is to catch the bottom of the safe on his head lifting it up off his head, for this you need to use the side of your safe to connect to bottom of his. This is your release point.

Fig9. 'The Knock-off'

Hope some of this can help you, but above all practise is the key, of course this is difficult with others thinking of taking over when you make mistakes.

Advanced Techniques:

The Walking goon hit: this is not as difficult as it may seem, although I’ve classed it as advanced as it is not necessary to complete round easily enough, however it is a bit harder but very useful later on where time to get hit in is very limited and red goons are running about.

Quite simply if you see goon taking a path through your swing line, you can line up crane in ‘Resting Position’, and swing forwards to CFO along the swing line and pick up walking goon then release goon as normal to get hit in. (Difficulty: 4/10)

Fig10. Walking Goon Hit

Trickier is a curved walking goon hit, if a goon has just come out of the CFO’s undercarriage or is anywhere along the line from undercarriage and mid point of swing line. Adjust crane to slightly left or right so its pointing towards under carriage then swing forwards, once half through swing turn crane back towards ‘The Swing Line’ pick up goon on way through and release as normal, hopefully if done right you should have created and angle that will slam goon into CFO, this is difficult though it may well fly past or even over. (Difficulty 8/10)
<currently don’t have picture of this in action, I rarely see an opportunity worth trying this, but if and when I do it again I will try to capture>

Forward Safe Hit/Knock-off: Again this is not difficult, but like walking goon hit it could be useful near end when time of both stun or knock-off is limited by time, goons or CFO facing you straight away. If safe is within ‘The Swing Line’ you can swing forward, this works best if closer to CFO rather then closer to crane, if it is close to crane then a small swing back is better option. (Difficulty: 4/10, 5/10 if knock-off)

Fig11. Forward Safe Hit

Trickier again is curved safe hit/knock-off, if safe is slightly left or right of swing line close to CFO, you can curve the forward swing to get hit on the CFO, it is possible as far out as the undercarriage but extremely difficult. Only worth doing if getting desperate and the opportunity is there in front of you. (Difficulty 7/10, 8/10 knock-off)

<currently don’t have picture of this in action, I rarely see an opportunity worth trying this, but if and when I do it again I will try to capture>

Video Of Crane Round In Action

Take a look at video below courtesy of Kit.T.Kat. It shows a crane round in action with added bonus of graphics of keys as they are pressed. It's a good indication of what is required of a craner for successful crane round.

Notes: This video was filmed on a Mac.

The ^ key () is "Control".
The Arrow in a circle key () is "Escape" "esc".



Extra Tips :-

It is worth trying the (C)old (C)allers (G)uild section in this forum <LINK>, once you have basic techniques, they do training runs for CFO, where of course everyone involved will be there to help people crane with less pressure and without people stealing the crane in you get in trouble and need treasures. I'm not sure how it all works but if you look through the sub forum you should find out what you need to know, or just post a question about it.

Also the Tie-Dye Nation do CFO training runs <LINK>. Be sure to check out their sub-forum section throughly as they have strict loading rules amoungst other things you should be aware of before going. Again posting a question there should help you to find out what you need to know.


If you can think of anything I haven’t that you think is worth listing here, or have any Extra Tips of your own, please post below and if I think it's worthy info, I will place here with credit to poster of course.

------------------------------------
Extra Credit:-

Kit.T.Kat for supplying video of crane round. Check out Kit.T.Kat's CFO Tips Guide, for even more tips.

And most of all Good Luck.

Last edited by Mr Red Bull; 10-23-2009 at 11:57 PM.. Reason: Update:- new info
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Old 06-16-2008, 07:13 PM
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Quote:
Originally Posted by Mr Red Bull View Post

If you don't have safes to hand, best strategy is to pick up a disabled goon and wait till end of stun section and hit again, if someone is doing this, then you could either pickup another goon, or pick up safe and move it to good position, as if someone hits with good size goon a stun may start again straight away.
Excellent guide

The quoted above I thought especially noteworthy. DON'T BE AFRAID TO SIT STILL FOR A FEW SECONDS. Instead of trying for one more safe hit (that usually ends up becoming a helmet lol), pick up that goon that a safe hasn't blown up yet to be ready to re-stun.

It seems to me that an immediate goon will stun him easier than after some time passes. There are CFO's that I get hardly any safe hits because I focused on him being stunned the entire time. You would be amazed at how fast a CFO can go when 1 good craner focuses on gooning the heck out of him (especially holding a goon for when he just becomes unstunned).
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Old 06-16-2008, 07:29 PM
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Wow, nice guide. This will really help the people who haven't been able to successfully crane yet.
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Old 06-16-2008, 07:34 PM
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Quote:
Originally Posted by Ethan Socrates View Post
Excellent guide

The quoted above I thought especially noteworthy. DON'T BE AFRAID TO SIT STILL FOR A FEW SECONDS. Instead of trying for one more safe hit (that usually ends up becoming a helmet lol), pick up that goon that a safe hasn't blown up yet to be ready to re-stun.

It seems to me that an immediate goon will stun him easier than after some time passes. There are CFO's that I get hardly any safe hits because I focused on him being stunned the entire time. You would be amazed at how fast a CFO can go when 1 good craner focuses on gooning the heck out of him (especially holding a goon for when he just becomes unstunned).
Yes I always get a goon ready if I feel it's too late for another safe, if however I see a readied goon I may get a safe back in position, it all depends on how many goons about etc.


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Old 06-16-2008, 08:41 PM
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Quote:
Originally Posted by Mr Red Bull View Post
Oops, I was sure I clicked Cash HQ sub forum before starting this thread.

Could the Mod that reads this, please move this to Cash HQ sub forum.

Thx.
You can just copy this guide and post it in the cashhq forums.
I thought you put this in the wrong place.
But nice guide!
I never knew you could pack so much into something as easy as craning.
You put more than some effort into it.
This should be a sticky!
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Old 06-16-2008, 08:50 PM
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Great Craning Advice!

Quote:
Originally Posted by Ethan Socrates View Post
Excellent guide

The quoted above I thought especially noteworthy. DON'T BE AFRAID TO SIT STILL FOR A FEW SECONDS. Instead of trying for one more safe hit (that usually ends up becoming a helmet lol), pick up that goon that a safe hasn't blown up yet to be ready to re-stun.

It seems to me that an immediate goon will stun him easier than after some time passes. There are CFO's that I get hardly any safe hits because I focused on him being stunned the entire time. You would be amazed at how fast a CFO can go when 1 good craner focuses on gooning the heck out of him (especially holding a goon for when he just becomes unstunned).
I agree, this is a great guide.

As stated, two of the most important things to avoid are excessive magnet swing and mis-timed goon/safe release. If the magnet is wildly swinging around, it's very difficult to have it in correct spot to pick up much except objects near you. I personally found the "release point" for throwing things is earlier in the forward swing than expected. If you're having trouble making good hits, and things keep bouncing off CFO, play around with releasing from magnet a little earlier, eventually it should "click in" for you.

And I'm with Ethan on having a stunned goon at the ready if possible, following a stun round. That way, there's minimal gaps between stun rounds, and you tend to get a lot of goon/safe hits on the CFO for a quick run.
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Old 06-16-2008, 09:06 PM
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Quote:
Originally Posted by deanaug View Post
I agree, this is a great guide.

As stated, two of the most important things to avoid are excessive magnet swing and mis-timed goon/safe release. If the magnet is wildly swinging around, it's very difficult to have it in correct spot to pick up much except objects near you. I personally found the "release point" for throwing things is earlier in the forward swing than expected. If you're having trouble making good hits, and things keep bouncing off CFO, play around with releasing from magnet a little earlier, eventually it should "click in" for you.
Yes correct, as I described for easy craning the only time you should turn crane is when magnet is right back in the 'Resting Point', or when swinging back to there. This should more or less avoid any big unwanted swing, and even you do accidently move during forward/back swing, returning there and wating till settles works best and doesn't take long for it to settle.

I see other craners swinging about madly with little control barely getting the hits on target, I thinking just pull crane backwards and settle it down. You can't find decent release point if crane is not swinging forwards/backwards in a straight line



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Old 06-18-2008, 10:28 PM
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Excellent Guide!! Thanks!!!
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Old 06-19-2008, 02:29 AM
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This is a very detailed guide. Thank you for sharing this!
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Old 07-14-2008, 02:46 AM
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I hate to admit it, but I've maxed CFO for a few months now and I am just, now, learning how to crane. Thank you so much for these instructions! I was able to consistently hit the CFO with goons!!!!! Woo...hoo!!!!

I am just one happy toon!!!

Thanks!

SSGB

Last edited by Silly Spunky GB; 07-14-2008 at 05:24 AM..
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Old 07-18-2008, 08:05 AM
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Somebody....stop....meeeh!!!

I just love craning now!!!!!!

Woo-hoo!!!

Sorry...late bloomer...here... !!!
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Old 07-18-2008, 12:23 PM
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Quote:
Originally Posted by Silly Spunky GB View Post
Somebody....stop....meeeh!!!

I just love craning now!!!!!!

Woo-hoo!!!

Sorry...late bloomer...here... !!!
Good for you, I'm glad it could help a bit.

CFO is my favourite battle, and there no thrill better, when you setup and get last shot on a crane amoungst a sea of red toons to save the day!


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Old 07-18-2008, 06:21 PM
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Lightbulb Great Information

Quote:
Originally Posted by Ethan Socrates View Post
Excellent guide

The quoted above I thought especially noteworthy. DON'T BE AFRAID TO SIT STILL FOR A FEW SECONDS. Instead of trying for one more safe hit (that usually ends up becoming a helmet lol), pick up that goon that a safe hasn't blown up yet to be ready to re-stun.

It seems to me that an immediate goon will stun him easier than after some time passes. There are CFO's that I get hardly any safe hits because I focused on him being stunned the entire time. You would be amazed at how fast a CFO can go when 1 good craner focuses on gooning the heck out of him (especially holding a goon for when he just becomes unstunned).
I appreciate the time you took to put together this information....I spent many early CFO runs with little or no opportunities to operate the crane. This information, tips and techniques was extremely helpful. I do appreciate the mention of "running into the tracks" to temporarily distract the CFO...I have used this technique consistently while jumping goons...there are still lots of Toons that are not aware of this...Tubby Thunderdoodle
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